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Releases: mstan/MegaManX6Recomp

MegaManX6Recomp v0.0.5-alpha

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@mstan mstan released this 02 Jul 23:56

Mega Man X6 Recompiled v0.0.5-alpha

A framework-level release: the shared psxrecomp engine went through a major refactor pass, and this build picks all of it up.

Highlights

  • Memory card loading fixed. The "A game data could not be found" / "This data is invalid" failures when loading saves are gone — root-caused to stale build artifacts in the engine's code pipeline, now impossible by construction (see Stability below).
  • Instant boot. The PlayStation BIOS boot animation is skipped by default; the game's own startup still runs for real, fast-forwarded. Prefer the authentic boot? Set bios_hle = false in settings.toml.
  • New BIOS backend (HLE tier). Two selectable BIOS backends: the fully recompiled original BIOS (LLE — still the reference), and a new high-level tier servicing common kernel calls natively. Releases ship with HLE on.
  • Faithful-timing core. Instruction-exact load-delay handling, instruction-cache modeling, and device wait states, validated against a reference emulator.
  • Deterministic thread scheduler for guest thread switching (X6 uses kernel threads heavily during cutscene/gameplay transitions).

Stability

  • The engine now verifies its cached native code against the exact compiler build that produced it and refuses anything stale — the failure class behind the save-loading bugs (and a family of freeze/black-screen issues across titles) is closed for good.
  • The bundled native-code cache was rebuilt from scratch for this release; uncovered areas self-compile on your machine as you play (no tools needed).

Notes

  • The launcher's "Skip PSX BIOS" toggle is gone — boot skipping is automatic now.
  • Renderer default remains software (the OpenGL flicker issue is still open).

MegaManX6Recomp v0.0.4-alpha

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@mstan mstan released this 26 Jun 06:03

MegaManX6Recomp v0.0.4-alpha

Framework parity / safety release. Pins the psxrecomp framework that fixed the
native-overlay blue-screen wedge and the read≠write overlay-cache lag in the other
titles. MMX6's 2D engine wasn't hitting those failure modes, but it now ships the
same hardened framework:

  • Fail-closed native entry guard — any overlay function entered at an address
    it doesn't own safely falls back to the interpreter instead of locking up.
  • Cache location pinned to the exe (can't drift) — converted native code is
    always read from the folder it's written to, so areas can't silently fall back
    to the slow interpreter.

The prebuilt overlay cache in this build is small; the bundled toolchain-free
compiler converts the rest of the game to native on your machine as you play
(same as prior MMX6 releases). No gameplay/codegen behavior change for MMX6.

Self-contained exe. You supply your own BIOS and Mega Man X6 (USA, v1.1,
SLUS-01395) disc. See START_HERE.txt.

MegaManX6Recomp v0.0.3-alpha

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@mstan mstan released this 26 Jun 02:07

MegaManX6Recomp v0.0.3-alpha

Framework robustness release. Updates to the shared psxrecomp framework that
unify the overlay (streamed-code) cache so compiled native shards always land
exactly where the loader reads them.

What changed

  • Overlay cache read/write unification. The runtime now owns the cache
    location and injects it into the on-the-fly compiler, so a freshly compiled
    area can never be written somewhere the loader won't look (the per-game
    cache-path footgun that could leave an area stuck in the slow interpreter).
    This is the same framework fix that resolved a major slowdown in TombaRecomp;
    MMX6's 2D engine wasn't hitting the companion link-failure path, but it ships
    the unified, more robust framework.
  • Toolchain-free self-healing (bundled embedded Python + TinyCC + recompiler)
    and the prebuilt native overlay cache are unchanged from v0.0.2.

No gameplay/codegen changes (overlay cache tag is unchanged). Renderer default
remains software; OpenGL is selectable in the launcher.

Install

Unzip and run MegaManX6Recomp.exe. You supply your own BIOS and Mega Man X6
(USA, v1.1, SLUS-01395) disc. See START_HERE.txt. Self-contained exe.

Mega Man X6 Recompiled — v0.0.2-alpha

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@mstan mstan released this 25 Jun 21:15

Mega Man X6 Recompiled — v0.0.2-alpha

A maintenance release on top of the first public build. Mega Man X6 still boots
from the real PlayStation BIOS and plays as a native Windows program with no
emulator behind it, on the PSXRecomp
framework — now with a self-contained overlay toolchain (no developer tools
required) and broader controller support.

✨ New in v0.0.2-alpha

  • Self-contained overlay compilation (no toolchain required). As you explore
    new areas, the runtime converts the game's overlay code to native code in the
    background. Previously that needed a developer toolchain on your PC; this
    release bundles a fully self-contained one (an embedded Python + TinyCC), so
    newly visited areas are accelerated on any machine with nothing to install.
  • Xbox controller fix. Physical Xbox One / Series pads now work. They were
    previously claimed by no driver (the runtime forces HIDAPI for Steam virtual
    controllers, and HIDAPI's Xbox sub-driver is off by default on Windows); the
    runtime now enables it. PlayStation DualSense pads continue to work.
  • Software renderer is the default this release. The OpenGL backend shows
    intermittent flicker in this build, so the clean software renderer ships as the
    default. OpenGL is still selectable in the launcher. See Known issues below
    and ISSUES.md #7.

✅ What works (unchanged from v0.0.1)

  • Boots and plays. PS1 BIOS → disc detect → engine load (ROCK_X6.DAT) →
    opening → stage gameplay, with no known crashes.
  • Memory-card save / load. Standard PS1 .mcd images, emulator-compatible.
  • Controller input. MMX6 requires an analog pad before it reads buttons, so
    the runtime presents a DualShock by default. Keyboard and SDL gamepads both
    work; per-player override in the launcher.
  • Fast loading (turbo loads), FMV auto-skip, experimental 16:9
    widescreen
    (opt-in), supersampling + anti-aliasing, and the graphical
    launcher
    for BIOS / disc / memory-card selection and settings.

⚠️ Known issues

  • OpenGL flicker (worked around). The OpenGL renderer shows intermittent
    black-frame flicker in this build (most visible around Zero). The software
    renderer is clean and is the default; OpenGL remains selectable if you want to
    try it. Root-cause is tracked in ISSUES.md #7.
  • Not yet verified end-to-end. Gameplay works with no known crashes, but a
    full start-to-finish playthrough hasn't been confirmed — please report where it
    happened if you hit something deep in a stage or boss.
  • Widescreen is experimental and off by default — expect some 2D / HUD / FMV
    / background rough edges.

📝 Setup

  • As always, bring your own PlayStation BIOS and Mega Man X6 (USA, v1.1,
    SLUS-01395) disc image — the launcher asks for each. Verify your disc against
    DISC.md.
  • Options live in the launcher's Settings and are remembered between
    launches.
  • The overlay cache grows as you play; please keep overlay_captures.json
    private — it contains game code read from your disc (see README).

Mega Man X6 Recompiled — v0.0.1-alpha

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@mstan mstan released this 21 Jun 20:35

Mega Man X6 Recompiled — v0.0.1-alpha

The first public release. Mega Man X6 boots from the real PlayStation BIOS and
plays — running as a native Windows program with no emulator behind it, on the
PSXRecomp framework.

✅ What works

  • Boots and plays. PS1 BIOS → disc detect → engine load (ROCK_X6.DAT) →
    opening → stage gameplay, with no known crashes.
  • Memory-card save / load. Standard PS1 .mcd images, compatible with
    DuckStation, PCSX-Redux, Mednafen, ePSXe, and similar emulators.
  • Controller input. MMX6 requires an analog pad before it will read buttons,
    so the runtime presents a DualShock by default. Keyboard and SDL gamepads both
    work; per-player override in the launcher.
  • Fast loading (turbo loads). The machine fast-forwards during disc loads so
    they finish quickly, with authentic 1× CD timing preserved underneath — audio
    plays through normally and nothing desyncs. On by default; toggleable.
  • FMV auto-skip. The opening movie can be skipped the instant it starts. On
    by default; toggleable in the launcher (Settings → "Skip FMVs").
  • Experimental 16:9 widescreen. A genuine wider field of view for the 2D
    stage engine (opt-in, off by default). See WIDESCREEN.md.
  • Two renderers. GPU OpenGL (default) and a CPU software rasterizer, with
    supersampling + anti-aliasing.
  • Graphical launcher for BIOS / disc / memory-card selection and settings.

⚠️ Notes / known follow-ups

  • Not yet verified end-to-end. Gameplay works with no known crashes, but a
    full start-to-finish playthrough hasn't been confirmed — if you hit something
    deep in a stage or boss, please report where it happened.
  • Widescreen is experimental and off by default — expect some 2D / HUD / FMV
    / background rough edges.
  • FMV auto-skip uses the generic (hold-START) path; a universal frame-count skip
    is a planned follow-up (see ISSUES.md).

📝 Setup

  • As always, bring your own PlayStation BIOS and Mega Man X6 (USA, v1.1,
    SLUS-01395) disc image — the launcher asks for each. Verify your disc against
    DISC.md.
  • Options live in the launcher's Settings and are remembered between
    launches.
  • The overlay cache grows as you play; please keep overlay_captures.json
    private — it contains game code read from your disc (see README).